Welcome, one and all, to the greatest bi-weekly spectacle of ASB talent: the ASB Highlight Match! Highlight matches pit two of the top ASB players against each other for all to see! These matches will test the skills of the players chosen, and will give us a chance to see who comes out on top! Best of all, YOU are the one who gets to choose the participants! That's right, you will be voting on who gets to play who in these matches. It's a fun time for both the players and the spectators. You don't want to miss this battle, folks!

Arena: Pokemon StadiumBase Field Type: NeutralComplexity: IntenseFormat: Singles/Doubles/Melee (4 Pokemon on the field max)Restrictions: The starting field is a floor of linoleum and sod. It cannot be dug through and provides no rocky materials for rock-based field attacks, nor any external supply of water for water-based field attacks. Camouflage and Nature Power treat the base field as Normal-type or neutral.

Description: At the end of every round, the arena changes to one of 8 elemental fields (non-repeating). This type-based field lasts for two full rounds before returning to normal. The field will always remain in the normal state for one full round (including the beginning of the match) before changing again. The field is scaled to about double the size of the stage in Super Smash Bros Brawl/Melee. Layout of the fields is identical to what's shown in the pictures for each stage, however, any floating platforms not attached to part of the stage should be treated as nonexistent. Additionally, the stage is treated as a flat floor that is contiguous with the ground, rather than an elevated platform; any Pokemon knocked out of the arena can return without further penalty. The elemental fields featured in this stage do not repeat until all 8 have been brought up. Each trainer will be given the option to switch Pokemon when the stage shifts; this will proceed in the same turn order as it would if the trainers were attacking, and it does NOT take up a turn in the round. After both trainers decide whether or not to switch, attack orders proceed normally.
Each elemental field brought up in this stage has its own layout that's separate from the base field, which are as follows:

Field Type: RockDescription: Easily enables the use of Rock-based moves such as Rock Slide and Rock Tomb, reducing the energy cost of all Rock-type moves by one (1). The movement and maneuverability of Flying or airborne Pokemon is greatly reduced by the towering rock masses, lowering their evasion by 50% and adding three (3) extra energy for any flying-related commands. The cacti around the outside of the arena mimic the effects of Spikes, causing damage to any Pokemon that comes in contact with them (acts as a field/movement hazard, NOT an entry hazard).

Field Type: GrassDescription: Grass-type and Bug-type Pokemon feel very at home in this forested environment. Grass-type attacks have their base damage boosted by two (2) and their energy cost reduced by two (2), while Bug-type Pokemon have the energy cost of all commands reduced by one (1).

Field Type: WaterDescription: Allows unlimited use of all Water-moves. Environmental moves such as Surf are enabled, and the energy cost of Water-type moves is reduced by two (2). Swift Swim is active for all Pokemon that reside in the pond at one end of the stage. Electric-type attacks aimed at Pokemon in the water have perfect accuracy (akin to Aura Sphere or Swift). Any interaction with the water or the fountains causes a great deal of splashiness to take place, causing the effects of Water Sport to come into effect for as long as this field is up.

Field Type: FireDescription: The arena blazes with intense heat; If a Pokemon uses a Fire-type attack in this arena it will pick up additional heat, increasing its Base Attack Power by two (2). Pokemon cannot be frozen while this field is active. If a Pokemon uses a Water-type attack in this field some of it will evaporate, reducing its Base Attack Power by two (2). The increase in Firepower and the decrease in effectiveness of Water moves does NOT stack with the effects of Sunny Day. Attacking moves that inflict burns have their chance of doing so raised by 10% (flat).

Field Type: ElectricDescription: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by two (2) damage flat. Additionally, any Pokemon attempting to remain on the treadmill running laterally across the stage must spend three (3) energy per turn to stay in place or to move across the stage, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 10% flat. Furthermore, the ground is made of Metal and cannot be dug through with an attack stat lower than rank five (5).

Field Type: FlyingDescription: Fans blow upward from underneath the stage, reducing gravity for all Pokemon present. The energy penalty for remaining airborne with Fly is eliminated altogether, and the Jump command can be used to avoid Ground-based attacks like Earthquake and Magnitude (effectiveness depends on the user's weight). The energy cost of all wind-based attacks is reduced by one (1). Digging restrictions apply here same as they do on the Electric stage.

Field Type: GroundDescription: The ground is extremely soft and malleable here, reducing Ground-type attacks' energy cost by one (1), and lowering the energy cost for consecutive Digging by two (2). Electric-type attacks have their power greatly reduced here, as if Mud Sport were in effect. The bones and fossils littered throughout the stage can be used as weapons by the Pokemon, supplying them with objects that can be picked up or used with Fling-- including items such as Rare Bones, Thick Clubs, Hard Stones, and more.

Field Type: IceDescription: Ice-type moves become more powerful due to the frosty air. All Ice-type moves have their base damage boosted by two (2), and the Freeze chance of all moves is boosted by a flat 5%. All effects of burns are neutralized, though not eliminated, while this stage is in effect, though the burn will flame up again when this stage is no longer active. (In other words, the Pokemon is still afflicted with a burn, but it is temporarily treated as if it is not. This also applies to the effects of Facade, etc.) Additionally, the ground is very slippery, and any commands that require dodging or traveling will have a 30% chance of resulting in the Pokemon slipping and falling on the icy floor. Ice-type Pokemon can travel more easily on the ground and are exempt from slipping.

NOTE: Format and Complexity are the same for all fields featured in this Arena, so these sections are left off of the 8 elemental fields.

SPECIAL CONDITIONS: At first glance, this appears to be a standard battle, with completely straightforward rules. But then, you, the spectators and potential battlers, notice that mysterious ??? in the arena slot, and then we all release a coordinated gasp as we realize it is not the ASB Tournament Arena! Its up to you to vote for the arena, as well as the battlers! Make it good, ASB, because its up to you!

Abilities:
Ability 1: Motor Drive (Innate) - This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts..
Ability 2: Vital Spirit (DW) (Innate) - This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Type: Water / Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rain Dish (Innate): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW) (Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Hydreigon [Teresa] (F)
Nature: Hasty (+15% Speed, +15% Accuracy, -1 Def)
Type: Dark/Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Levitate (Trait): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Dig, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. All other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

ABILITIESLevitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.Glyph of Light Screen: (Raid Glyph) Causes Light Screen to affect the entire team instead of three Pokémon only.

TYPEGhost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

ABILITIESPressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

TYPESteel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

ABILITIESRock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.Sheer Force (DW): (Can be Enabled) This Pokemon can energise all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

dogfish sends to the field Teresa the Hydreigon wearing a loveable dark dress of PURE EVIL to match its heart of PURE EVIL and an Expert Beltof PURE EVIL. IAR counters with Sheeldon the Eelektross also wearing an Expert Belt. They were probably on sale or anything.

The first thing I must point out is that none of the battlers sent out pokemon of their respective gyms! dogfish I understand considering how he was massacrated by IAR on his gym and electric isn't very effective against ground anyway. IAR probably predicted that and went with plan B.

But enough beating around the bushes! Let's start the action!

And Teresa is the one to begin this party! She focused a good amount of evil energy of her fangs and Bites Sheeldon Coooper, to show him who wears the pants in this relationship! But the Eelektross is unfazed by it, as it probably has bigger fangs, and uses some draconian power on his claws (or whatever tubby thinge it has at the end of his tubby arm) to attack with Dragon Claw. Also, the Claws caused a huge tear on Teresa's Dress, getting a Critical Hit in the process. Looks like dogfish's legendary luck is already giving us a hi-llo!

On the second turn the Dragon, still as mad as a betrayed housewife, adopts a more defensive tactic by Protecting herself against future attacks. Revenge is best served cold I guess. That or she doesn't have a plan, but I wouldn't dare to say it out loud or she might attack me!...oh wait. crap.

But before the Hydreigon could fly at me, it went back to defensive position as Sheeldon tries to get some health back with a Drain Punch. But the barrier managed to absorb all the damage. For a price, of course.

On our final turn, Teresa lowers her guard and roars to the skies! A roar so powerful and menacing that Übelbär almost peed in his pants!

Übelbär: Reuniiiclus (translation: don't you mean Frosty almost peed his pants! I don't even have pants to begin with!)

shut up. And that roar seems to have called for some ancient and dangerous power. As "One Winged Angel" plays on my IPod, a huge meteor storm appears from nowhere and rains upon Sheeldon. It is Draco Meteor! The strongest Dragon attack Hydreigon has on her arsenal! Such effort resulted on a decrease of her Special Attack by 2 stages!

And that strategy, I must said, had mixed results. She may have dealt some damage, but she is quite weak and will remain that way for a couple rounds. And to add insult to injury, Sheeldon does the whole Dragon Claw shenaningan again, getting almost the same amount of damage as Teresa's powerful attack! Dogfish is in a baaaad position!

Übelbär: Reuniiiclus (translation: I wonder....if you want to stop being eaten alive by the trainers' pokemon, why don't you stop provoking them?)

because its fun and I said to shut up so shut up.

The first round has ended with Its_A_Random in the advantage. But all might change with the arena switch that...should happen....now!

*CLINK CLANK CLINKCLANK*

*WHOOOOOOOSH*

We are now at the Flying-Type arena! Wind attacks are more powerful and ground attacks are easily avoidable! How will our battlers adapt to that?

Field Type: Flying
Description: Fans blow upward from underneath the stage, reducing gravity for all Pokemon present. The energy penalty for remaining airborne with Fly is eliminated altogether, and the Jump command can be used to avoid Ground-based attacks like Earthquake and Magnitude (effectiveness depends on the user's weight). The energy cost of all wind-based attacks is reduced by one (1). Digging restrictions apply here same as they do on the Electric stage (The ground is made of Metal and cannot be dug through with an attack stat lower than rank five (5)).

And we are back folks! After watching Dogfish snoring for a couple weeks, he finally woke up (J/K) and is ready to continue this Highlight battle!

Dogfish calls back Teresa the Hydreigon so she can fix that lovely Dress of hers and sends out his signature pokemon, Short Fuse the Electrive with an Expert Belt.

Übelbär: "Reuniiiiclus" (translation: another Expert belt? Against an Eelektross? Is there any special prize furnished by the Expert Belt Producing company here or am I missing something?)

Perhaps that is a sign for me to buy more of those. Oh well.

AND WE BEGIN ROUND 2. Short Fuse, the newcomer, charges at Sheeldon and proceeds to Zidane it with Headbutt!.

Übelbär: "Reuniiiiclus" (translation: Zidane?)

Übelbär: "Reuniiiiclus" (translation: I see...)

And the sheer surprise of such a move managed to Flinch Sheeldon and it was uncapable of counterattacking! Does this mean Dogfish's luck will finally be good to him? We'll see.

On the second action, Short Fuse decides to protect himself against future Special attacks and erects a Light Screen. But Sheeldon completely ignores it as it swiftly jumps at the Electivire and U-Turn backs, getting ready to return to the pokeball at the end of this round! We have a couple of strategic fellas here, folks!

Finally, feeling lucky again, Short Fuse tries the whole Headbutt mambo-jambo again and manages to hurt Sheeldon quite a bit, but no flinch this time! Sheeldon then, fueled by Pure Frustation due to the hp difference between both and viciously attack Short Fuse before returning to its pokeball!

Its_A_Random now has the advantage of sending in a new pokemon without having to face a counterswitch. Let's see how will he use this.

Oh and the arena stays as is. The mechanism here takes some time to charge up and a lot of energy to keep the special scenarios, so the arena will return to normal at the end of next round.

Moderator

Trick Room > Earthquake > EarthquakeIF Magnet Rise is issued, THEN use Gravity on the first instance, pushing actions back.IF Bide is issued, THEN use Mean Look on the first Bide action, Toxic on the second Bide action, pushing actions back each time.

And we aaaaare back folks! The arena mechanism is charging up and will kick in at the end of this round, so let us enjoy the pleasant-yet-useless wind for these last minutes!

Now Its_A_Random is the one to switch his pokemon! Sheeldon the Eelektross returns to the pokeball and Caius the Dusknoir takes its place carrying a Mental Herb!. I guess IAR ran out of Expert Belts. Or discovered some newfound creativity.

But I digress.

Short Fuse the Electivire starts this round by using its electric prowess to float above ground with Magnet Rise. The winds probably were supposed to help a bit, but since no one bothered to codify that my hands are kiiiinda tied.

Speaking of tied hands, Caius the Dusknoir intensifies the Gravity on the field, nulling the Magnet Rise Short Fuse used just a minute ago. Also, I find rather difficult to walk around here.

Übelbär: "Reuniiiiclus" (translation: maybe because you are so so fat)

Thank you for your always insightful opinion you little twerp.

Übelbär: "Reuniiiiclus" (translation: always a pleasure).

...yeahhh.

Anyway, one may think that IAR has the advantage on this matchup given that Short Fuse is now vulnerable to ground attacks. Well, one is stupid. The enhanced gravity makes it easier for moves to hit their targets and Dogfish exploits that by ordering his Electivire to use Zap Cannon. Short Fuse focuses a ridiculous amount of electric energy on a massive ball and throooows it on Caius. The Dusknoir, as the fatso it is, didn't manage to escape and was hit by it, getting paralysed in the process!

And as an always welcome slap-in-the-face for IAR, Caius can't move due to paralysis and is unable to get Trick Room up! Such a critical move for hax to appear!

Finally, still faster, Short Fuse runs on circles collecting static energy and stops abruptly right in front of Caius and an Electro Ball of intense energy hits the Dusknoir for good damage. Caius manages to overcome paralysis and strikes back by makes the ground shake with Ground DasherEarthquake.

This was a kind turn for DogFish and may have given him the advantage he much needed to get to a more equal position against his foe. But we'll see.

And the arena changed back to the normal stage! Wait until the end of next turn to see which tragedy will befall our heroes next!

Übelbär: "Reuniiiiclus" (translation: now who died and made you the host of a radio soap opera?)

Bored at how long I took to get to this? Then sit down, grab your popcorn and get more patient 'cause Round 4 has started!

And a new round we'll see, as both Dogfish and Its_A_Random calls back their pokemon to send out others that we already know! That is right, Dogfish sends out Teresa the Hydreigon with a new dress and Its_A_Random sends out Sheeldon the Eelektross. With the gravity still enhanced, the Eelektross is no longer immune to seismic attacks, and that can prove to be quite a hamper.

Übelbär: "Reunicluus!" (Translation: Ham?)

...

Yeah. Ham. The one you eat. yeah.

Anyway, Teresa apparently saw that and started punching the ground with immense force to create a big Earthquake that deals a crapload of damage to Sheeldon, especially due to that Expert Belt. The Eelektross responds with a super-effective move of its own as it punches, not the ground, but Teresa's face with a special power that makes it drain some health back. If it will be enough or not is not up to me to decide, so let's continue.

Teresa the Hydreigon apparently loves hating the floor as she continues to beat it up, creating another Earthquake, as strong as the one before it. It must cost quite some energy to perform like this. Sheeldon responds with a couple chops with enough power to break bricks.

but Teresa isn't a Brick, so she wasn't broken. Damaged, yeah, but not broken.

speaking of broken, Teresa, looking like a baby evil dragon which didn't get the toy she wanted, continues to beat the crap out of the floor in a final Earthquake that Knocks Sheeldon Out!. Dogfish draws the first blood on this match! against what the first rounds indicated, I must add.

But before we see who will take the stand for Its_A_Random, its time to change the arena!

...

Aaaaaand it is the Ice Field!

Ice Field(Move your mouse to reveal the content)Ice Field (open)Ice Field (close)

Field Type: Ice
Description: Ice-type moves become more powerful due to the frosty air. All Ice-type moves have their base damage boosted by two (2), and the Freeze chance of all moves is boosted by a flat 5%. All effects of burns are neutralized, though not eliminated, while this stage is in effect, though the burn will flame up again when this stage is no longer active. (In other words, the Pokemon is still afflicted with a burn, but it is temporarily treated as if it is not. This also applies to the effects of Facade, etc.) Additionally, the ground is very slippery, and any commands that require dodging or traveling will have a 30% chance of resulting in the Pokemon slipping and falling on the icy floor. Ice-type Pokemon can travel more easily on the ground and are exempt from slipping.

After having his trusted Eelektross defeated, IAR sends out his third pokemon: Iron Chain the Steelix with an Expert Belt. And Teresa wastes no time in greeting it, as she focuses a lot of energy on this dense ball that then blasts on the Steelix's face! But Iron Chain also knows how to dish out pain and, using its sheer force, the Expert Belt and the chill from the arena, it attacks with a very powerful Ice Fang that Knocks Teresa Out!